Pervasive play

June Ahn, Elizabeth Bonsignore, Derek L. Hansen, Kari Kraus, Carman Neustaedter

Research output: Chapter in Book/Report/Conference proceedingConference contribution


The infusion of mobile and collaborative technologies into our everyday lives enables new forms of pervasive games and play. We use the term pervasive play as shorthand for technology-mediated, playful experiences that are tethered to our everyday lives through the physical and virtual spaces we inhabit. This includes a variety of game and play genres ranging from alternate reality games to urban games to mixed reality performance and playful uses of public displays. The goals of the workshop are to (a) strengthen and broaden the community of pervasive play researchers and practitioners, (b) explore design frameworks for creating novel pervasive play experiences, and (c) identify key research questions, methods, and challenges for future research in this area.

Original languageEnglish (US)
Title of host publicationCHI EA 2016
Subtitle of host publication#chi4good - Extended Abstracts, 34th Annual CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
Number of pages8
ISBN (Electronic)9781450340823
StatePublished - May 7 2016
Event34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016 - San Jose, United States
Duration: May 7 2016May 12 2016

Publication series

NameConference on Human Factors in Computing Systems - Proceedings


Other34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016
Country/TerritoryUnited States
CitySan Jose


  • Alternate reality
  • Augmented reality
  • Games
  • Mixed reality
  • Pervasive
  • Social games
  • Social play
  • Transmedia

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design


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